#nullable enable
using System.Threading.Tasks;
using Content.Shared.Interfaces;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Server.GameObjects.Components.Interactable;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
public class RepairableComponent : Component, IInteractUsing
public override string Name => "Repairable";
[ViewVariables(VVAccess.ReadWrite)] [DataField("fuelCost")]
private int _fuelCost = 5;
[ViewVariables(VVAccess.ReadWrite)] [DataField("doAfterDelay")]
private int _doAfterDelay = 1;
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
// Only repair if you are using a lit welder
if (!eventArgs.Using.TryGetComponent(out WelderComponent? welder) || !welder.WelderLit)
return false;
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
// Repair the target if it is damaged, oherwise do nothing
if (damageable.TotalDamage > 0)
if (!await welder.UseTool(eventArgs.User, Owner, _doAfterDelay, ToolQuality.Welding, _fuelCost))
damageable.Heal();
Owner.PopupMessage(eventArgs.User,
Loc.GetString("comp-repairable-repair",
("target", Owner),
("welder", eventArgs.Using)));
}
return true;